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Still an issue even after the re-upload.
I invested some time into better understanding the mandatory ACE mod. I now don't find it as confounding to use.
Before I go into some suggestions, I'd like to point out bugs that I've encountered...
Very sadly, the Enhanced Movement mod is not working properly in the game. Strangely, it DOES work properly in the Virutal Arsenal simulator, and on the Takistan map in the Editor. Once your scenario is loaded up, however, at no time do I see the Enhanced Movement mod executing properly. That said, from the research I've done, EM doesn't always work on all structures; is the Chernarus 2035 map filled with structures that are unclimable using EM's animations, or is some of the mission scripting interfering with its operating, or...? Getting EM to work properly would add a LOT of immersion to the experience.
There are weapon ADDONS THAT ARE DISAPPEARING when weapons are swapped out. The two that I've encountered disappearing are the Beta C-Mag and the SU-230A/PVS scope. This scope disappears even after it's been attached to a rail system conversion kit for AK's. Losing these two items is significant. The Beta C-Mag is a terrific magazine for the AR family, and the SU-230A/PVS scope is one of the most versatile available.
The DH 5-20x56 scope has a magnification system that only ever enlarges; it doesn't lower its magnification power unless one completely stops aiming altogether.
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Thus far, I'm really enjoying the structure of the mission. I appreciate your parking of the player's storage box right by the arms dealer's countertop. Saves having to run around and waste time.
It would be GREAT if you could add DETAILED EQUIPMENT DESCRIPTIONS to what he's selling. For example, what scope will fit which weapons? You could make this list very detailed, but at this point, it'd be helpful if all it did was say "This scope fits most of the 5.45 AK family of firearms..." or "This scope mounts on any Picatinny rail system...", etc., etc. I don't have all of the gear memorized as to what it mounts to, and the time it takes to buy an item, leave the purchasing system, and see if it mounts on the weapon itself, is significant. If we had the extra details, it's likely to save us a lot of time having to test it out to make certain.
In terms of combat, in all of the areas that I spawn into, the shooting starts almost immediately, and then the majority of the shooting is over within 5-7 minutes. Most of the time, I don't even get a chance to witness the exchanging of gunfire. By the time I get to where all of the noisy chaos was happening, the battle is over, and most of the time, no one's around. The battlefield is then mostly a Ghost Town, with very long bouts of tense time, but with nothing happening unless one stumbles on an enemy.
I'm wondering if the following adjustments could be made to increase the sense of immersion, spread out over a greater length of time, and give the player more to see and more to do...
(1.) Spawn combatants so that they're out of sight of one another at the mission's start. They randomly patrol the areas, including the INTERIORS OF BUILDINGS, even garrisoning the structures from time to time, and the firefights occur when warrior factions randomly run into one another. This would mean that at the mission's start, it would be quite for several minutes as the patrols will spawn not seeing any enemies. This forces the player to wonder where to go at first, for there won't be any immediate noisy chaos to draw his attention right away.
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(2.) Spawn some combatants who will spawn atop of, or move to climb, tall structures. This will force the player to have to fight more vertically.
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(3.) The "Scavenger" faction should mostly spawn the furthest out from the urban combat zones. They're "waiting" out in the woods/in the nearby valleys, till they hear the combat start (maybe plant some ragtag tents out in the woods to represent where they camp), and then they go towards the urban combat regions to loot the dead to get better gear. This would increase the player's opportunity to have unexpected combat later in the mission. He could also choose to position himself to possibly ambush the Scavengers out more in the bushes.
That said, pockets of very brave Scavengers could aslo be setup on OPPOSITE SIDES OF STREETS, "hidden" inside of buildings, waiting to execute an ambust against better armed combatants who fall into their trap.
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(4.) I want to compliment you on the placement of weapon crates and gear crates. I've played games where one invests a lot of time in walking to a distant factory, or walk up many flights of stairs, hoping to find loot boxes, or ammo caches, and then there's absolutely nothing there to act as a reward. You are wisely doing the right thing by SUPPLYING REWARDS. There is almost always *something* to find, even if it's just 4 magazines' worth of ammo. It's far better to supply something than to leave nothing - that tends to anger players, and makes them not even want to bother searching, which SHOULD BE PART OF THE FUN.
I'm hoping that you can spice up the looting of the crates. While I'm happy to be rewarded with loot, it's disappointing to not ever encounter other combatants looking for loot in the same area where one is at. Thus my proposal: make there be a random "Risk Factor" in accessing a box. Opening a smaller sized box triggers up to a 25% chance that 1-4 combatants will spawn nearby (out of the player's sight), and start approaching to investigate the building that the loot box is in. Some of these combatants could also be already injured, just to add to the immersion factor. Larger sized boxes have up to a 40% chance of spawning enemy combatants who will come into the structure to look for loot themselves. This would ramp up the tension for the player significantly, and give him something more to do than wander a map that is entirely safe after all of the initially spawned combatants have been slain. It'll force him to stay on his toes, and increase his odds of having to battle inside of buildings, which happens far too rarely.
You could make the combat environment REALLY interesting by always supplying a 15% chance whenever a box is opened, that two rival groups of combatants spawn nearby, and they're BOTH heading towards the structure where the player is at. A firefight could then breakout between the two factions that they player would have to contend with.
Another Risk Factor could be the randomized spawning of an injured AI inside of some structure, or behind a dumpster, or inside of a shipping container, etc., etc. They're there to seek concealment and cover. They'll be in pain, and call for help via radio (if they have it on them), and/or verbally. Members of their own faction will respond (1-2 will spawn in if all members of said faction are already previously dead) and try to assist. Of course, enemies of this faction may overhear the wounded's cries for help, and try to do him in. They too could be spawned in so that the wounded's location is attacked.
The "Risk Factor" spawns would only ever be triggerable 2-3 times per box (random) by the player, so that if he goes back to a previously visited crate, there's another chance to spawn some bad guys nearby. If the player is REALLY dedicated to investigating all of the loot boxes in an area long enough, that area would become "dead" for triggering more encounters, which is believable in and of itself.
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(5.) Supply a WORKBENCH at the player's base, so that if he approaches it and USES it, ALL of the partially used magazines get instantly emptied and FULLY refilled up to the total number of rounds that he has in his possesion, both in terms of the rounds that are on his body (including his vest and backpack) but also what is in his storage box.
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(6.) Supply a HEALING STATION at the player's base. Using it instantly heals the player back up to full health. This is for players who don't want to contend with healing themselves up a little bit at a time.
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(7.) Supply a "TIME OF OPERATIONS" OPTION for gameplay. The time of day that the mission is conducted can be selected by the player.
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(8.) Supply a "WEATHER" OPTION for the scenario. The player can select the weather condition that the mission is executed in.
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(9.) Enhance the DECAYING NATURE of the combat environment. Unless powered by a portable generator (which we'd hear operating whenever we got close enough to it), the electrical system throughout the region is failing. Power is never fully operational, causing lights to, at best, flicker intermitently, have the color shine from a bright white to a dull orange as the power surge waxes and wanes. This "best" option for power will last a random amount of time, but never more than 5-7 minutes, before its state noticeably changes. Random showers of sparks could rain down from faulty and overburdened transformers, light bulbs would rapidly blink on and off, sparks kick out of power outlets, refrigerators suddenly churning on and off, music systems turn on and off, etc., etc. Power could fail entirely, and areas that were once emitting light would fall into complete darkness. The faultering electrical system would enormously increase the sense of a crumbling society, and cause the player to stay wary of the ever changing enviornment.
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(10.) Supply a "SPOOKY" OPTION for gameplay. Provide an clickable option next to the game map to Turn On the randomized spawning of evil creatures and entities. This would make the game world feel much more like a STALKER title. There have been a number of Anomalies that have been recently created that look like great and scary fun, the latest one being called "Swarmer." Perhaps at each combat location, a Magical Tome can be found that has a very limited number of spells that the player could activate to summon these encounters as well. That does NOT mean that he is perfectly protected by the summoned creatures, but he could make sure that he's at a safe location before he plants his crosshairs where he wants the entities to spawn. Imagine how neat it would be see an enemy faction of five fighters on the move, the player is looking out a fourth story window, he plants the crosshair a dozen yards ahead of the enemy patrol, he casts the spell, and a Strigoli or a Flamer anomaly appears to wreck havok on them.
It'd be very immersive to plant some of the anomalies in sensible locations, such as at the nuclear plant, or around power mains, or even under wrecked tanker trucks that spilled their dangerous contents (the Farter anomaly could be made small enough to fit entirely under a truck, and it leaps out at those who pass too closely by its lair). Fires could be planted randomly throughout the map, and a small portion of those could hide a Flamer anomaly.
One could tie the failing of the electrical grid to the generation of an anomaly. A failing transformer could belch out a shower of sparks that heralds the release of the Stigoli, and/or the shower of sparks hits the ground, starts a fire, out of which emerges a Flamer.
I strongly admire the great work of aliascartoons, and it would be great to feature his terrific accomplishments, which can be found here:
http://www.armaholic.com/plug.php?e=tags&a=pages&t=anomaly
To "bait" the player, occassionally supply a large loot crate that's in the midst of the anomaly. These crates should be extra special in the types/quantity of the awards that are found within, should the anomaly be defeated.
If you supply a "Spooky" option, try to figure out a unique way of supplying zombies and demons, perhaps by positioning them more frequently inside of buildings, which is where the loot crates tend to be. Demons could have a larger presence at holy sites, such as churches, shrines, and cemetaries.
And one could even setup a randomized trigger, wherein if the player shoots at a zombie it spawns a combatant who goes to investigate the source of the sound.
Perhaps they could be ordered about by one of aliascartoons' creations? It'd be pretty intimidating to see a handful of zombies being ordered about by a Flamer, for example. Perhaps the Flamer can combust the zombies (without killing them) so that their ability to harm others is enlarged by the flames radiating out from its bodyparts? Or perhaps the Flamer could also spontaneously detonate zombies when they're close enough to human targets? That'd be something to see!
Packs of roaming ravenous dogs would be terrifying to encounter.
If some of the mutants from other STALKER projects could be brought in, that'd be terrific as well.
In any case, what a terrible and terrifying experience it would be to see more than one type of anomaly attacking normal humans!
And, one other suggestion, very tough robotic enemies could also be a concern. I've some sketches of how reskinning a Super Battle Droid or a Battle Droid can make them not look child-like, but very intimidating and terrifying.
Just make sure that there are no dinosaurs!
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I love what you're doing. Keep it up!
All the ACE modules except Medical, Mags Repackaging and Goggles are supposed to be disabled, but until I can get that to work the only solution is for players to edit their own ACE settings and pick what features they like.If you disable ACE fatigue in the addon settings it should remain disabled (regardless of the error message).
As for the reversion to the vanilla medical system upon loading a save, I have a fix but I don't know how to implement it, so if you know anything about coding ACE for MP servers please let me know ;)
Bug report time.
1. Currently unable to access inventory in Elektro after accessing a dead AI inventory for the first time. This has happened a couple of times but it is not a persistent one. Leaving by the escape route and coming back in see's it fix itself. May be related to a save file.
2. Dual Arms glitching and deleting weapons.